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The Talos Principle [DX11]

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3D Vision fix for The Talos Principle, using the DirectX 11 renderer.


Fixed

  • Dynamic lighting and shadows.
  • Reflections and other haloing problems.
  • Fog.
  • Light shafts.
  • Heatwave distortion.
  • Distant geometry and skyboxes put at more depth when they were too close.
  • Correctly stereoized crosshair.
  • Stereoized parallax occlusion mapping.
  • Stereoized specular reflections.

Known issues
  • In very few locations, parallax occlusion mapping may be stereoized incorrectly. This happens when the game doesn't have a specific source for coordinates available.
  • In very few locations, specular reflections may remain at surface depth. This happens when the game doesn't have a specific source for coordinates available.
  • The game doesn't want to show refractions/reflections at the sides of some effects when the separation of the effect is too high. This shows as "stretching".
  • The white outlines of interactive objects don't exactly follow the geometry of the object, but the depth of the 2D outline is mostly OK.

Installation
  • Download this file and extract its contents in the "The Talos Principle\Bin\x64" folder, where "Talos.exe" is.
  • Run the game and let it overwrite the Nvidia profile.
  • Configure the game to use the DirectX 11 renderer (the game uses it by default).

Recommendations
  • Set the parallax occlusion mapping settings to their maximum.

Hotkeys
  • F4: convergence presets (0.333333, 0.666666, 1). 1 by default.

If you liked the fix and want to contribute for more future fixes, you can donate to this PayPal account: masterotakusuko@gmail.com

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